Object
Noir.Classes.Object: NoirClass
Represents a Stormworks object.
Noir.Classes.Object:Init(ID)Initializes object class objects.
Parameters
ID: integer
Noir.Classes.Object:_Serialize()Serializes this object into g_savedata format.
Used internally. Do not use in your code.
Returns
NoirSerializedObject
Noir.Classes.Object:_Deserialize(serializedObject)Deserializes this object from g_savedata format.
Used internally. Do not use in your code.
Parameters
serializedObject: NoirSerializedObject
Returns
NoirObject
Noir.Classes.Object:GetData()Returns the data of this object.
Returns
SWObjectData
Noir.Classes.Object:IsSimulating()Returns whether or not this object is simulating.
Returns
boolean
Noir.Classes.Object:Exists()Returns whether or not this object exists.
Returns
boolean
Noir.Classes.Object:Despawn()Despawn this object.
Noir.Classes.Object:GetPosition()Get this object's position.
Returns
SWMatrix
Noir.Classes.Object:Teleport(position)Teleport this object.
Parameters
position: SWMatrix
Noir.Classes.Object:Revive()Revive this character (if character).
Noir.Classes.Object:SetData(hp, interactable, AI)Set this object's data (if character).
Parameters
hp: numberinteractable: booleanAI: boolean
Noir.Classes.Object:GetHealth()Returns this character's health (if character).
Returns
number
Noir.Classes.Object:SetTooltip(tooltip)Set this character's/creature's tooltip (if character or creature).
Parameters
tooltip: string
Noir.Classes.Object:SetAIState(state)Set this character's AI state (if character).
Parameters
state: integer - Ship Pilot: 0 = none, 1 = path to destination Heli Pilot: 0 = None, 1 = path to destination, 2 = path to destination (accurate), 3 = gun run Plane Pilot: 0 = none, 1 = path to destination, 2 = gun run Gunner: 0 = none, 1 = fire at target Designator: 0 = none, 1 = aim at target
Noir.Classes.Object:GetAITarget()Returns this character's AI target (if character).
Returns
NoirAITarget|nil
Noir.Classes.Object:SetAITeam(team)Sets the AI team of this character (if character).
Parameters
team: SWAITeamEnum
Noir.Classes.Object:SetAITargetTeam(team, isTarget)Sets whether or not a team should be targeted by this character (if character).
Parameters
team: SWAITeamEnumisTarget: boolean
Noir.Classes.Object:SetAICharacterTarget(target)Set this character's AI character target (if character).
Parameters
target: NoirObject
Noir.Classes.Object:SetAIBodyTarget(body)Set this character's AI body target (if character).
Parameters
body: NoirBody
Noir.Classes.Object:SetAIPositionTarget(position)Set this character's AI position target (if character).
Parameters
position: SWMatrix
Noir.Classes.Object:Kill()Kills this character (if character).
Noir.Classes.Object:GetVehicle()Returns the vehicle this character is sat in (if character).
Returns
NoirBody|nil
Noir.Classes.Object:GetItem(slot)Returns the item this character is holding in the specified slot (if character).
Parameters
slot: SWSlotNumberEnum
Returns
integer
Noir.Classes.Object:GiveItem(slot, equipmentID, isActive, int, float)Give this character an item (if character).
Parameters
slot: SWSlotNumberEnumequipmentID: SWEquipmentTypeEnumisActive: boolean|nilint: integer|nilfloat: number|nil
Noir.Classes.Object:IsDowned()Returns whether or not this character is downed (dead, incapaciated, or hp <= 0) (if character).
Returns
boolean
Noir.Classes.Object:Seat(body, name, voxelX, voxelY, voxelZ)Seat this character in a seat (if character).
Parameters
body: NoirBodyname: string|nilvoxelX: integer|nilvoxelY: integer|nilvoxelZ: integer|nil
Noir.Classes.Object:SetMoveTarget(position)Set the move target of this character (if creature).
Parameters
position: SWMatrix
Noir.Classes.Object:Damage(amount)Damage this character by a certain amount (if character).
Parameters
amount: number
Noir.Classes.Object:Heal(amount)Heal this character by a certain amount (if character).
Parameters
amount: number
Noir.Classes.Object:IsLit()Returns if this fire is lit (if fire).
Returns
boolean
Noir.Classes.Object:GetFireData()⚠️ | Deprecated. Do not use.
Get this fire's data (if fire).
Returns
boolean
Noir.Classes.Object:SetFireData(isLit, isExplosive)Set this fire's data (if fire).
Parameters
isLit: booleanisExplosive: boolean
Last updated